Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won



About t3589

  • Rank
    Senior Citizen
  • Birthday 12/20/1960

Profile Information

  • Gender

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. There's no need to apologize. I was just trying to provide some clarity. Also good for you for making your own mod. It can be a lot of fun just trying to figure things out.
  2. This is a relationship framework. It provides tracking and tools for dialog authors to create a rich set of varied dialog. That's really all it does. So everything you're playing is simply a test of that framework. If someone were to create a custom NPC using the framework, all of the items you listed would be addressed by them. All of the provided sound files should be fully customizable by the way. Just overwrite them.
  3. Fixed what exactly? If "SOI:Sys:Include" is set they will come back. Once they're in the system, removing them entails more than just clearing that tag. "SOI:Sys:Reset" 2, resets and removes them. Are the NPCs persistent refs? Is the player performing for them? If so, auto include might add them back in. Try disabling it. If you're having problems with excluded NPCs being added, then obviously the scanner is working. If it wasn't, everything would stop working (including the hotkey). You figured correct. Named NPCs are checked against the 'SexoutSLAc
  4. The stalker attribute assignments are already based on alignment. Karma is only relevant to the player. Random assignments of stalker chances are something like: - Very Good = Never stalker. - Good = Can only become stalker 1 through angry dialogue. - Neutral = Chance of stalker 1, based on low libido and gang affiliation. - Evil and Very Evil = Chance of stalker 2, based on low libido and gang affiliation. All of the above are also measured against the sensitivity setting in the control terminal x player charisma attribute. Increasing the sensitivity setting
  5. Both jealousy and anger should decay over time, if they are left alone. NPCs that are flagged as gang members have a tendency towards conflict. This tendency is likely to carry over into their relationships. Jealousy shouldn't occur unless the NPC perceives some sort of attatchment to the player. Patrons and pimps generally won't care who the player is giving their attentions to. Lovers might. Partners/spouses probably will unless they have some kind of fetish. As you've mentioned, NPCs with certain stats are going to be a pain in the ass no matter what the player
  6. Version V20191206


    Sexout Intimacy Project. SexoutIntimacy is a framework that simplifies many of the features one might use when crafting dialog/quests for FNV. It provides a set of functions that give entry level modders/dialog authors access to more complex scripting. If you know how to edit dialog in the GECK, you can create your own mods with this. While SexoutIntimacy.esm does little on its own, dialog/quest hooks were created as proof of concept examples in order to test the system. These generic 'test' mods are relatively playable. Full documentation is included in the packages
  7. Then everywhere you go you see kids/dogs/brahmin etc. with the guys head on them. That would be hysterical. I'd play that mod.
  8. LOL That would make a great story line now that I think about it. Old broken down fertility robot used by married couples to procreate over long distances when they can't be together. Some old coot in the hills finds it, fixes it, falls in love with it, and figures out he can bang it. What he doesn't know is that it's malfunctioning and implanting everything slow enough for it to catch within 300 miles with his deposits... Would make a great mod. Like being chased around by a horny Dalek.
  9. I would place all robot sexual abilities under fetishism unless it's intended to be against the will of the player. ie. A robot that ejaculates. Ejaculation would be a fetishist feature, akin to having different attachments for your love doll. I can't see any reason to standardize robot impregnation outside of a quest mod. So maybe facilitate the option for quest mods? That's just imo. I'm in the same camp as KC. Though I've still got a pile of ideas for when/if robot sex anims ever get put in.... someday. EDIT: Just thought of a funny idea. Robot Fluid Exchange Programs! lol
  10. Right on AJ. Ty. PS. Feel free to release these as an armor/clothing esp. I'm only uploading these as a modders resource because I did them for something I'm working on and decided to share them.
  11. Alright... I'll get some up there soon. But they won't be fancy like you guys do. With your new fangled ENBs, your boom boxes, and your striped tooth paste.
  12. 14,337 downloads

    Extravagant Half Masks modders resource ported to FNV. Usage: If you use these in your mod, be sure to credit the original authors. Credits and Thanks: Textures by demonizzer Meshes by Jquarl
  13. File Name: Extravagant Half Masks FNV File Submitter: t3589 File Submitted: 08 Jun 2014 File Category: Modders Resources Extravagant Half Masks modders resource ported to FNV. Usage: If you use these in your mod, be sure to credit the original authors. Credits and Thanks: Textures by demonizzer Meshes by Jquarl Click here to download this file
  14. Personally I think, if nano-tech can actually do what it is implied that it does in a human for this idea, then why do you even need a human? I don't know it just sounds redundant to me. The eyebot/robot pregnancy, I find utterly absurd (don't hit me). It just seems a most inefficient (and silly) way to reproduce. I think all eyebots/robots should be nothing more than autonomous sex toys. Though you could go off the sci-fi deep end in all directions (giving material/taking material/implanting devices/trackers/etc). I think the most viable way around this is for the robot to implant ma
  • Create New...